/***************************************************************************
 # Copyright (c) 2015-23, NVIDIA CORPORATION. All rights reserved.
 #
 # Redistribution and use in source and binary forms, with or without
 # modification, are permitted provided that the following conditions
 # are met:
 #  * Redistributions of source code must retain the above copyright
 #    notice, this list of conditions and the following disclaimer.
 #  * Redistributions in binary form must reproduce the above copyright
 #    notice, this list of conditions and the following disclaimer in the
 #    documentation and/or other materials provided with the distribution.
 #  * Neither the name of NVIDIA CORPORATION nor the names of its
 #    contributors may be used to endorse or promote products derived
 #    from this software without specific prior written permission.
 #
 # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS "AS IS" AND ANY
 # EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
 # IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
 # PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR
 # CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
 # EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 # PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
 # PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
 # OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 # (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
 # OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 **************************************************************************/
#include "VAO.h"
#include "GFXAPI.h"
#include "Core/ObjectPython.h"
#include "Utils/Scripting/ScriptBindings.h"

namespace Falcor
{
Vao::Vao(const BufferVec& pVBs, ref<VertexLayout> pLayout, ref<Buffer> pIB, ResourceFormat ibFormat, Topology topology)
    : mpVertexLayout(pLayout), mpVBs(pVBs), mpIB(pIB), mIbFormat(ibFormat), mTopology(topology)
{}

ref<Vao> Vao::create(Topology topology, ref<VertexLayout> pLayout, const BufferVec& pVBs, ref<Buffer> pIB, ResourceFormat ibFormat)
{
    // TODO: Check number of vertex buffers match with pLayout.
    FALCOR_CHECK(
        !pIB || (ibFormat == ResourceFormat::R16Uint || ibFormat == ResourceFormat::R32Uint), "'ibFormat' must be R16Uint or R32Uint."
    );
    return ref<Vao>(new Vao(pVBs, pLayout, pIB, ibFormat, topology));
}

Vao::ElementDesc Vao::getElementIndexByLocation(uint32_t elementLocaion) const
{
    ElementDesc desc;

    for (uint32_t bufId = 0; bufId < getVertexBuffersCount(); ++bufId)
    {
        const VertexBufferLayout* pVbLayout = mpVertexLayout->getBufferLayout(bufId).get();
        FALCOR_ASSERT(pVbLayout);

        for (uint32_t i = 0; i < pVbLayout->getElementCount(); ++i)
        {
            if (pVbLayout->getElementShaderLocation(i) == elementLocaion)
            {
                desc.vbIndex = bufId;
                desc.elementIndex = i;
                return desc;
            }
        }
    }
    return desc;
}

FALCOR_SCRIPT_BINDING(Vao)
{
    pybind11::class_<Vao, ref<Vao>>(m, "Vao");
}
} // namespace Falcor
